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"Pillaging" then... Razing ?

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8 years ago
Oct 31, 2016, 11:14:36 AM

I'm not sure the game is balanced enough for razing, let me explain.

It's somehow easy to take a planet to an AI opponent. And you can very easily reprocess all stuff they build. Now if you can raze the planet to avoid colonize  debuff, then raze it, done.


So : a 20/40/+++ turn process can be, in one same turn, destroyed by a random invader.


I think reprocess should be an industrial process, like constructing is.

This way, you can't insta-kill 10 planet upgrades then raze it (I guess), in the same turn : if you, as a human opponent, can do it, then in multiplayer you will be reprocess+razed super-alphashoted in 1 turn, and there's no reason an AI does not do this aswell.


I think the punition is a little too harsh.


-edit- also something should be done about :

a- building upgrades then reprocess just for more Dust than the "infiny-dust" upgrade.

b- ships giving no dust in reprocessing. Not sure why.


Updated 8 years ago.
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8 years ago
Oct 31, 2016, 12:56:46 PM

Man what is even more annoying is when you take enemy colony. It has 11 pops and 0 manpower (just conquered).

You "guard" it with your flotilla.

Next turn some yahoo on 2 Brigs pass by, and takes it with Bombardment option. Colony gone completely.

That stuff is plain broken.

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8 years ago
Oct 31, 2016, 1:47:39 PM
Asuzu wrote:

Man what is even more annoying is when you take enemy colony. It has 11 pops and 0 manpower (just conquered).

You "guard" it with your flotilla.

Next turn some yahoo on 2 Brigs pass by, and takes it with Bombardment option. Colony gone completely.

That stuff is plain broken.

Yeah, I saw this yesterday or saturday. I'm not sure but I think this is unattended. Early alpha & stuff, you know.


A fleet shouldn't be able to attack a planet if a fleet is guarding it : the guarding fleet should be defeated first.

On the other side, a fleet shouldn't be able to guard a planet if another fleet is seiging the planet : the seiging fleet should be defeated first.


That would prevent an attacker to do what you told, and if it worked like this, this would prevent a defender to dust-produce and spam ships just to delay an invasion.


I'm not sure why a fleet should be able to attack in space and on the planet in the same turn. But now, you can just attack an Ark "on earth", then on space for great effects. I don't know for other ships.


You can insta shot a colony like this. Then, with what I describe, reprocess their former stuff for dust then go away.


Today, the AI still want the planet. So you can manipulate the AI like this : just insta-invade, reprocess and go away.

The AI take back the planet and you have no problems of approval after a few turns. With razing on top of this, this would be the same story, maybe ?


If reprocessing one system module took one turn, then your invading fleet should stay a few turns there, face approval problems and retaliation danger a few turns. I think this would be better.


Then with no module left, maybe then, raze the system. I'd do things like this.

Updated 8 years ago.
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8 years ago
Oct 31, 2016, 3:19:41 PM

I agree this things should be changed here.

There should be different models for "destruction" of a star system.


You can very quickly just bombard infrastructure and civilians:

  • speed based on fleet attack power (maybe you could choose in what order to do that, concentrate on specific structures / civilians?)
  • population reactions based on population killed (you won't miss Cravers that are killing your empire but if you are killing civilians from a friendly faction or your own kind then it is not good).

Reprocess materials slower but doesn't cause approval issues and gets you dust:

  • you get dust from processed buildings (speed based on industry)
  • maybe additional ship modules for that?

Redistribute population:

  • from what I read this will be implemented as you should be able to transfer population between systems.


I already see problems here where your empire is out of dust and needs more to pay it's bills.

Current mechanics just sell your improvements. 

This system will not allow for such a thing to happen.

In later releases I think this will be improved and I see room for improvement here.

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8 years ago
Oct 31, 2016, 3:41:09 PM
samsonazs wrote:

I already see problems here where your empire is out of dust and needs more to pay it's bills.

Current mechanics just sell your improvements. 

This system will not allow for such a thing to happen.

You could reprocess 1x stuff per system.
After this, the game allready choose for you what to reprocess.


So:

- you could choose what to reprocess 1x per system. That amount could be directly removed from the "dust bill" instead of being given to you.

- if there's more "dust bill" to pay, then the game choose for you on top of what you reprocessed through the industrial queue.


It's not like you shouldn't know.


Maybe you had problems like this in your first game, but after the first one, you're used to pay attention to Dust (and approval btw :) ).

Updated 8 years ago.
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